I've started a game of Fate Core on another site set in the Magic: the Gathering multiverse. Thus, to go with the feel of a whole multiverse, I've also decided to make it MMO'ish and run it simultaneously on multiple sites! Each one will be it's own separate campaign, but characters from each can and often might run into each other.

So, without further ado

System: Fate CorePlayer Count: 5+Style of Play: To emulating the general feel of the Magic: the Gathering story articles (post Origins).Allowed Content: Anything published for Fate Core, Plus anything you get approved by me.Game Creation:

Scale: As with post-origin storytelling, it will be a series of small scale character-driven adventures that are interconnected and/or have large scale impacts.

Issues: Four; one in each combination of current or impending issues and planar or multiversal issues. These are to be agreed upon by the group as a whole.

Faces and Places: Again, they'll be collaborated on by the whole group as characters planeswalk.

Character Creation:

Aspects: are a phrase, quote, or short sentence that describes you character or something/one close to them. Each P.C. will have one of each:

High Concept (Sum up your character)

Trouble (Character's biggest flaw and/or greatest weakness)

Origin (Life before spark ignition, or a souvenir or relation from that time)

First Planeswalk (The event that created an emotional experience profound and deep enough to ignite their planeswalker spark, or a souvenir or relation from that time)

Crossing Paths: will be held off until the first wave of characters have been posted.

Background: Describe your character in terms of why they have the aspects that they do (i.e. what shaped them as people), but leave room for other characters to guest-star in said description.

Skills:

20 skill points

Skill cap at Great (+4)

You can't have more skills at any rank Fair (+2) or higher than you have skills of the rank below it.

Contacts can be used to attack and defend in regards to the social stress track.

In addition to the standard Fate Core skill list, the five colors of magic (White, blUe, Black, Red, Green) are each their own skill.

Determine the effect you want to achieve. This will determine which magic skill you will roll (Will, White, blUe, Black, Red, Green, or Craft) and the complexity of the spell in shifts.

You have two options, either cast it as a zero complexity spell (if it isn't already) making a single control roll, or cast it as a ritual (Which as a wider range of effects you can cast with it, like long-term summoning). If the complexity of the spell is equal to or less than your lore, assume you have everything you need to cast the spell and you have no additional effort for preparation. If the complexity is greater than your Lore, you must enter a preparation stage during which you must make up the deficit in any combination of the following ways:

Invoke Aspects: Each gives +2 to lore for complexity purposes.

Create Advantages: So that you have aspects to invoke as above.

Accept or Inflict Consequences: Each must be defined as to which stress track it is inflicted upon and give +X to lore for complexity purposes. Where X is the value of the consequence.

Skip Scenes: Each you could have partaken in, but opted out of to prepare gives +2 to lore for complexity purposes.

Once the complexity deficit is met, you describe the effect as one of the four actions (Overcome, Create an Advantage, Attack, Defend).

Decide how many shifts of power you want to put into the spell this exchange. This is the spell's difficulty. You take shifts of mana stress equal to 1 plus how much greater the difficulty is than your Will.

Roll the appropriate magic skill (If the spell goes with a color, roll the each of the colors. If it requires colorless mana, roll Will. If it's doesn't require a specified type, roll any of the six. If it's an artifact, you may roll Crafts instead of Will or the specified colors.) against passive resistance equal to the difficulty to control the spell. If you succeed, the spell is cast without a hitch. Major cost for failure is additional shifts of stress to any one track up to the margin of error with the rest being that much of the spell being under the G.M.'s control. Minor cost for tying is not casting the spell. Succeeding with Style adds one shift of power to the spell for every three shifts you by with you succeeded. If the power you controlled (or didn't) is less than the complexity of the ritual spell, then spell is not cast and you must continue repeating steps 4 and 5 until you've drawn a total amount of power (controlled and/or not) equal to the ritual's complexity.

Stunts: Each P.C. gets up to two magic stunts and two non-magic stunts without having to pay refresh for them. Stunts generally constitute a +2 bonus or its equivalent or allowing a skill to be used in place of another skill for one of the four actions under certain circumstances. Stunts can cover other effects, though they are trickier to balance. They can also be more powerful if they require spending a fate point or have limited number of uses per scene.

Stress:

Physical stress (Physique): 2 boxes

Mental stress (Will): 2 boxes

Social stress (Rapport): 2 boxes

Mana stress (Highest [COLOR] skill): 2 boxes

Average (+1) or Fair (+2) in the associated skill increases that stress track to 3 boxes.

Good (+3) or Great (+4) in the associated skill increases that stress track to 4 boxes.

Stunts and/or Extras may add more tracks.

Consequences:

One Mild consequence (2-stress; any track)

One Moderate consequence (4-Stress; any track)

One Severe consequence (6-stress; any track)

One Extreme Consequence (8-stress, never heals under normal circumstances; any track)

At Superb (+5) and for every two steps above Superb (+5) on the ladder a character's Physique/Will/Rapport/[COLOR] skill is at grants an additional mild Consequence usable only on the associated stress track.

Refresh: 4, minus the number of stunts (magic and non-magic) you take beyond the four you get for free. You can never have a refresh less than 1.

Other Notes:

If you want you're character's species to have narrative importance, work it into one of your aspects. If you want it to have mechanical importance put skill points into it or take (a) stunt(s) granting your character an/the ability(ies) of their species.

If you put skill points into your species, specifying planar variants (the difference between Lorwyn and Shadoowmoor Kithkin or Zendikari, Ravnican, and Innistrad Vampires) are taken as stunts; just like fields of specialty for any other skill.

You are not required to have all of your character's aspects (save for High Concept and Trouble), background (except for the aspects you've listed), skills (except the one of the highest rating), and/or stunts (your refresh is still 4) before the game starts, but the more fleshed out the character, the more likely I am to let that player into the game. Any omitted information can be filled in during game-play, but once it is, it's locked in until you'd normally be allowed to change it.

I will be running a GMPC, but influence on the story will very depending on player interest in said character.

I'll throw my hat in on this site, Glitch (particularly since I frequent it more than I do MW).

Though, I have to ask for clarification: what opposes the control roll for spells? According to the Dresden Files System-influenced rules, it seems like more power makes it less likely to control a spell, but on GitP, it seems as though more power just made the spell stronger.

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